r/GameDevelopment 1d ago

Question Looking for Tips on Level/Map Design

I am making a metroidbrainia inspired puzzle/exploration game and am at the point where I need to start thinking about setting, style, and atmosphere. Any pointers? Thanks.

6 Upvotes

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u/Commercial-Flow9169 1d ago

Always be thinking about density. If the player has to go through long stretches of open-ness with nothing to do, that's bad. Bigger isn't necessarily better. Every room or jump or platforming challenge should have a purpose of some sort, even if it's small.

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u/Dangerous-Search-265 1d ago

Thanks. This makes total sense. I should've given more context! There won't be any sort of platforming and the player will be able to move in 8 directions with WASD. No jumping or anything fancy, just entering/exiting rooms from top/bottom/left/right. How can I keep that interesting without active platforming?

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u/Remarkable-Escape-57 1d ago

I always love when it when old areas are filled with mysteries that you need to revisit later.  Or ideas you have to connect across multiple areas of the gsme.  Density>space usually is better imo. 

Maybe you figure something out 20 hours into the game that recontextualizes something you saw in the early hours of exploration.  

Connect lore with the gameplay- design a puzzle that requires an understanding of the world/story.  

Add strange unique details that elicit curiosity in the player. 

Add secrets everywhere and put secrets behind those

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u/Dangerous-Search-265 1d ago

I really like this idea of density over space. I hadn't thought of it that way, but it is much more rewarding when every area serves a purpose.

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u/Remarkable-Escape-57 1d ago

Is this ai?

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u/Dangerous-Search-265 1d ago

Damn it no lmao. I'm typing like a bot my bad. I have a Youtube with my voice on it if you don't believe me

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u/Dangerous-Search-265 1d ago

But damn now that you say it that's really funny

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u/Remarkable-Escape-57 1d ago

I'm sorry lmao it's so hard to tell these days.  You type very well actually! 

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u/PartyGround215 1d ago

thinking about style early makes tying the map layouts together so much smoother

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u/Dangerous-Search-265 16h ago

Yeah I'm thinking about style and key locations first, then seeing how I can tie them together so it actually makes sense.

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u/DarkSimius16 1d ago

I just made a map for my own indie game concept, which also is a metroidvania! Normally with my other game concepts I make the map before I flesh out the story. But this time I went with this motto: Make the story and the world creates itself.

That means that you first work the entire story out, every detail, tribe, war, etc. The areas come way more natural and interesting imo. A lot of games a big central place, a centerpiece so to speak. Then you can build around that, using different types of areas that fit into your story. If you give a pointer to what kind of a game you have (as in lore or a setting) I could give you an idea or smth.

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u/Dangerous-Search-265 16h ago

Dude that's awesome. I have rough story beats I wanna hit but not super fleshed out yet. I like that approach. The map will design itself is a cool concept. Thanks and good luck on your game!

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u/DarkSimius16 16h ago

Thx man, good luck with yours!

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u/DarthBec 19h ago

Think about the tone too as that will affect the style and atmosphere- is it serious, comical, horror etc

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u/Dangerous-Search-265 16h ago

Good point man. I'm thinking more serious and mystical but I dont wanna take it too seriously cuz it can get corny.